precision mediump float;     // Set the default precision to medium. We don't need as high of a
                             // precision in the fragment shader.
varying vec4 v_Color;        // This is the color from the vertex shader interpolated across the
                             // triangle per fragment.
void main() {                // The entry point for our fragment shader.
   gl_FragColor = v_Color;   // Pass the color directly through the pipeline.
} 
